Hi, thank you for your feedbacks. I am currently working on new update which is focused on encounter system. Currently added multiple enemy fight and special ability system. I hope with this, each enemy will distinct each other.
Also, we can specialize our hero with ability sets, like you can hold 1 (can increase with skill tree) ability each day and may change it depends on what you want to, some abilities may directly help you fighting and some of them help you grinding.
And additionally, i will try to add some other encounters other than combat, like finding a treasure or taking a quest like things. Maybe with those quest, we can get a new companion.
Hero guild like thing is in my mind but for now i want to improve core loop since game became boring too fast, I need to implement some things to keep that curiocity alive.
Arefnue
Creator of
Recent community posts
Thank you for your feedbacks!
- Currently, there no penalty if you skip fights, so you may just train and can beat all enemies and this may be a little bit boring. Because of that, I may add some penalties if you don't save your city. With that, I hope the game will be more strategic.
- For now, combats only give you Fame but it would be good if they drop some other loots too. Maybe we can add new skill which unlocks like People's Awards and gives you random loot based on your Fame (at the beginning you may only get some money but later you may also drop special invitations, gadgets etc.)
- Noted, I will increase quality over the game.
Thanks for all feedbacks!
- I first think HP is also a limited resource, this make combats more strategic (especially if you see the encounter details somehow). I will add this, it also deepen stat structure with more elements as you said like regen, maybe Rest option or energy drinks to heal you.
- Elemental options also would be great. I also want to add something like Punch Club fight system, not fully idle but instead some cooldown based abilities. Class options also be great but for now it would be very future update but it will always be in my mind.
_ Boss fights also be great, probably i will go with Dispatch like encounters. If I add health as resource, it might be good if we have more companion to send them to encounters. Also, fame may help finding new heroes etc.
- Will add multiple purchase buttons
Hi, thank you for your feedbacks. I actually selected In Development from settings before launch but i will also add it to the description.
Advanced Training gives +10 to every trainings but actually i added that for future contents.
Sorry, there is no pan on city for this version but i will add future one. I will also check different resolutions since i only tested it on 16:9 format, which should resolve encounter positions.
Thank you! I couldn't test the game enough during game jam so current balance is not good. As you said, giving % stats from tree and flat ones during training could be better. Fame requirement is also nice, some of critical upgrades may be unlocked with this. For the labor spamming part, I think there may be some penalty if you pass Help encounters, they may reduce your fame if you skip them. As you are more hero, you will get more responsibility and people believe in you so breaking that promise should be bad. Encounter count also can be increased with fame instead of from skill tree.
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🎯 Highlights
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Familiar yet fresh gameplay – Classic pool mechanics with a twist.
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Thank you! I just wish I had the opportunity to better balance the game during the voting period. Since I developed it solo, I didn’t have enough time for proper playtesting. I’ve realized that games like this need to be at least a bit challenging — otherwise, you just end up clicking everything and winning with no real strategy involved.
v2.1.0
New features
- Exhaust action and card property added
- Exhaust pile added
Changes
- Encounter enemy type is changed to EnemyCharacterData (from EnemyBase prefab)
- Some editor changes to adapt exhaust
- Some minor changes over card scripts (For more details, you can look github commits)
- Documentation updated
Bug fix
- Enemy intenion image scale adjusted
- Overlapping rarity images fixed
- UIHelper methods encapsulated with Unity_Editor tags to fix some build issues
Changelog
V2.0.0
New features
- Rarity system added
- Background profiles added (You can change its content from BG_Profile prefabs and choose profile on encounter data for combat)
- New status Stun added (For now only Player can use but easy to convert it to Enemies)
- EditorUIHelper class added
- CoreLoader added
- Enemy action randomizer added
Changes
- Default Unity version changed to 2020.3.34f1 from 2020.3.23f1
- Some unused codes removed
- Unused gameplay data settings removed
- Reward system changed (Now you can edit them individually with scriptable objects)
- Card3D and CardUI prefabs synced with CardCanvas prefab
- NueCore scene is not starter scene anymore. You can start with any scenes that has a coreloader (Of course if you want to play correctly, you should start in order)
- Scene names and order in build settings changed
- Some minor refactorings
- 3D card reward option removed
Bug fix
- Status system applying count fixed
- Card Editor typing bug fixed
- NueCore scene dependency error removed with CoreLoader
You can contact me via Linkedin or e-mail
Linkedin: https://www.linkedin.com/in/arifmertcankara
E-mail: arifmertcankara@gmail.com



















